Pivoting: Difference between revisions
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It is also possible to perform a pivot without attacking, causing the character to simply stop and turn around without any lag. This is known among ''SSB4'' players as a '''perfect pivot'''. A perfect pivot is borderline frame-perfect, so it is extremely difficult to do, especially with the flat analog stick on the 3DS. However, if a player can perform perfect pivots with consistency, the perfect pivot has potential use as a spacing move in competitive play. By performing a perfect pivot, a character will end up having moved backwards while still facing the same direction, and being able to attack right out of the perfect pivot. The distance the character covers depends on the character being used. | It is also possible to perform a pivot without attacking, causing the character to simply stop and turn around without any lag. This is known among ''SSB4'' players as a '''perfect pivot'''. A perfect pivot is borderline frame-perfect, so it is extremely difficult to do, especially with the flat analog stick on the 3DS. However, if a player can perform perfect pivots with consistency, the perfect pivot has potential use as a spacing move in competitive play. By performing a perfect pivot, a character will end up having moved backwards while still facing the same direction, and being able to attack right out of the perfect pivot. The distance the character covers depends on the character being used. | ||
Pivoting in ''Smash 4'' is generally more forgiving than in ''64'' or ''Melee'', as pivoting can be done at any point in the turn around animation in the former, whereas pivoting must be done during the first few frames of the animation in the latter two games. | |||
In ''SSB4'', performing a [[pivot grab]] results in a grab with longer reach than usual. However pivot grabs also have more end lag. Such pivot grabs can also be performed in ''[[Super Smash Bros. Brawl]]'', where pivoting is otherwise not possible. | In ''SSB4'', performing a [[pivot grab]] results in a grab with longer reach than usual. However pivot grabs also have more end lag. Such pivot grabs can also be performed in ''[[Super Smash Bros. Brawl]]'', where pivoting is otherwise not possible. |
Revision as of 07:47, April 21, 2016
Pivoting, or DA Dashing, is a technique in Super Smash Bros., Super Smash Bros. Melee, and Super Smash Bros. 4 that lets a character use attacks out of a dash. The tactic was discovered originally in Melee by Philly Billy.
The technique makes use of the time frame at which a character turns during a dash; any normal ground options are available as if the character were standing still - smash attacks, grabs and tilts can occur here without the lag that usually comes from using these attacks after a dash. Normal pivoting is primarily used so that a character can quickly change the direction they are facing whilst not suffering the usual turn-around lag that would occur when doing so. This can allow characters to improve the utility of various moves in certain situations.
One use of pivoting is to dash a short distance away from an approaching opponent and then turn around to attack them with a forward tilt, forward smash or grab. This is particularly useful for characters with disjointed attacks or far-reaching grabs. Pivoting can also be used to punish rolls and techs, as pictured.
In Smash 64, pivoting off platforms makes it possible for characters to grab the ledge and proceed to edgeguard. This is known as a pivot ledgegrab. This is especially useful for Captain Falcon and Fox due to their long dash animations and fast falling speeds though other characters are also able to use this technique. Captain Falcon, and to an extent other characters, can also make use of pivots in combos by comboing a forward throw into a pivot up aerial resulting in low percentage kills due to how powerful the semi-spike hitbox is. Outside of helping with combos, multiple characters have very useful pivots otherwise as part of their neutral game. A prime example of this is with Kirby where pivoting is used to fully exploit his up tilt hitbox.
A similar technique in Smash 64, the teleport, requires similar movement as pivoting.
It is also possible to perform a pivot without attacking, causing the character to simply stop and turn around without any lag. This is known among SSB4 players as a perfect pivot. A perfect pivot is borderline frame-perfect, so it is extremely difficult to do, especially with the flat analog stick on the 3DS. However, if a player can perform perfect pivots with consistency, the perfect pivot has potential use as a spacing move in competitive play. By performing a perfect pivot, a character will end up having moved backwards while still facing the same direction, and being able to attack right out of the perfect pivot. The distance the character covers depends on the character being used.
Pivoting in Smash 4 is generally more forgiving than in 64 or Melee, as pivoting can be done at any point in the turn around animation in the former, whereas pivoting must be done during the first few frames of the animation in the latter two games.
In SSB4, performing a pivot grab results in a grab with longer reach than usual. However pivot grabs also have more end lag. Such pivot grabs can also be performed in Super Smash Bros. Brawl, where pivoting is otherwise not possible.